The constant straight line nature of these particular mazes is sometimes too obvious, but the flow of enemies and pickups keeps things fresh. Look at the file preview for this level, though, and you can see, yeah, there are a bunch of buildings with reasonable shapes, next to each other, with mazes drawn inside of them for the actual navigation. The levels in this episode tend to have very distinct areas, one after another, with some semblance of internal continuity as well. A forest could easily be on top of a castle.
Already this episode is using its layouts to emphasize the unique features of each tileset, rather than treat them as interchangeable collections of textures. They both have indoor temple areas, but level 2’s are much more curvy and feature a bunch of traps and things. Level 1 had mazes of tree branches, level 2 has lots of little platforms all across the face of a giant building.